@@celestialkitsunesame. I use a crap ton of amber and crimson jolly ranchers. I wish they'd buff the blue ones. They could be pretty neat. But since they're adding the bonus after everything instead of before, it makes them not worth it. There'd be more diversity for me at least if it added to the base stat.
@Male_Parent I sometimes use 3 Azure for energy, on a few frames where I don't need the excess of Primed Flow. Gara Prime is one of them actually. Have 2 Tau Azure on her. Wisp is a frame where I actually don't use Arcane Energize, Azure Shards, OR Primed Flow. Nourish + Archon Stretch carries pretty hard, frankly. Even with Blind Rage.
ever since the rework i've loved using hydroid with my ocucor to get some absolutely absurd damage, his augments are excellent and overall an incredibly fun experience
It's quite interesting hearing peoples polarizing opinions about Tidal Surge. Some people are saying it's a great ability while others are calling it a free subsume slot. I'm personally in the former camp about it. The status cleanse is very reliable. Especially with the augment which lowers its energy cost and makes you immune to status for a decent duration which effectively replaces Rolling Guard for the builds I'm using.
Probably because it requires a mod slot to actually be a status cleanse, which some people argue that it should be by default, (keep the energy cost the same at 50, just add the cleanse to the ability at base). Unlike Bloodletting (Garuda), Molt (Saryn), and Mass Vitrify (Gara's 4 isn't technically a status cleanse, but it may as well be, with how you can continue channeling for almost 10 seconds, thus making any status damage over time effect pointless).
And then there are people like me who miss Undertow. The only ability that made Hydroid SP Viable. Rest in peace, comrade Undertow. You have earned your rest.
I've been playing hydroid non stop since the buff and here is a tip for tidal surge, it is a beast for applying corrosive status, i think its 1 proc per meter, so press 2 and at the end press 3 to plunder and should have max plunder values there (if you dont straight up kill the enemies cuz its rly strong). Honestly, i wont be subsuming any abilities into him, he is a perfect water boi
love that you also show builds for newer players that don't have every mod. some channels ONLY make optimal or high level setups for videos, keep it up
I would really consider the Nautilus with Hydroid. With Nourish and Plunder, you're already doing 2 of the 3 statuses you need to proc Manifold Bond and reducing the time between Cordon. Once you get things rolling, you are going to have an effectively permanent grouping ability active with a 15m pull range.
nautilus and his verglas work absolutely amazing. there´s a build on overframe called ´´hydroid arsenal´´ and it´s been an absolute blast. with a bit of invis from focus schools, and well placed tentacles, you can AFK farm almost anything, and dominate when playing actively.
Great tutorial as always! Somethings I like using with his new kit and the new pets 1st- Unranked Combat Discipline paired with Arcane Avenger and Arcane Guardian the unranked C/D allows you to benefit from rousing plunders heal to proc archon intensify. It's a little more set up than say umbra set but way less taxing on your capacity. This also gives you a little buffer should plunder fail to get a good buff. 2nd- archon stretch paired with a hound using the shock precept and manifold bond that allows them to use abilities more. The shock from the pet will proc archon stretch, which paired with nourish offers a nice energy regen. With the manifold bond mod you can now mod the hounds weapon for different elemental combinations. Shock/viral radiation/viral or radiation/cold are all wonderful. This pairs really well with repo audit which essentially turns the hound into a pocket loki forcing enemies to run towards your tentacles when disarmed. Moding for shock will allow all the hounds abilities to proc regen.
You should consider Tek Assault on your vulpa over medi pet kit. 60% chance to just NOT die is more helpful than 12hps from what I've found, and even prevents deaths fromMartyr Symbiosis which may be worth trying to work in
To add onto this Hunter Recovery actually procs off damage from the quills and the viral pustules giving you frame WILD sustain if you're not dying to literally 1 hit
To add onto this Hunter Recovery actually procs off damage from the quills and the viral pustules giving you frame WILD sustain if you're not dying to literally 1 hit
Before the rework (and maybe still) there was a bug with Tek Assault for the vulpas which made them dead permanently. This could be why he didn't do it this way. Hopefully it's been fixed though making my reply mute!
I'm real bad at using the modding system in warframe and frankly have trouble figuring out synergies and such with abilities not native to the frame so videos like yours are a big help
As someone whos mained hydroid since I started playing in 2016 I can def say his rework his phenomenal, I personally run the 3 umbral mods, arcane guardian and 1 blue tau shard for more armor, all this combined with his plunder means you are almost always at the 90% dmg reduction cap for armor. I also put stretch and reach on as well to get more spread out tentacles and better ranged pulls for plunder. Add in primed continuity for duration on his 1 3 and 4 and you have a seriously tanky hydroid that corrosive strips enemies like crazy
Tidal surge is an absolute must have on his kit. It groups up enemies for your plunder, gets you out of dodge in a pinch, and removes all status effects on you (if you have the augment your teammates as well) but his 4th is a sad waste of time unfortunately. Subsume breach surge on your 4th, group up enemies with tidal surge, cast 1 on em to stack that corrosion hit plunder for that (in my case anyways) 600% damage buff and hit 4 and 1 and everything dies.
There are much better options for grouping up mobs than Tidal Surge and Hydroid can take enough of a beating that "getting out of dodge" isn't a thought that should enter your mind. Of course, if you're in a bad place, changes are the last thing you wanna do is give your enemies a ride with you.
Immediately became one of my favorites. It's cool that he reliably uses more weapons that normally struggle with armor, Ocucor, Prisma Angstrum, and... Those are secondaries! You can totally just bring a Bramma etc. and debuff with the 1, then swap to the secondary when the situation calls for it. He can even loot for more ammo! His 1 is easy and beneficial to spam, so alongside armor, shield-gating is also very available to him. Here's the kicker: It's 1handed. I spam the Torid/Ocucor for kills and leave nearly 20s of cannonballs in my wake as I move on, it picks off survivors and starts killing the next group to spawn as I move to the next, amazing kills per second. He can use the Ferrox well too! Reliable secondaries + more lingering effects work well for him, his 1 becomes quadratic-ish when enemies are grouped. If instead you make all enemies come to you as you camp, his 1 becomes more concentrated. More overlapping casts, more overlapping AoE from enemies. I'm on a mere 45% efficiency with p. flow, equilibrium, Nourish and some other minor goodies like Synth Deconstruct and an energy tau shard for good measure, I can absolutely SPAM and get sufficient gating without dedicating resources to it. I just stack 2 shield delay/recharge mods and aegis for extra comfort, the opportunity cost is generally very minor imo, and I could totally stack Vazarin if there's high enemy density. When relying on a primary, the 2ndary can also run double augur for even more gating. HIGHLY recommend this alongside a Roar Wisp. Make sure there's cannonballs everywhere, and have the Wisp go around surging. Don't get too startled when you see like 200.000.000 dmg without even using guns! I can reach 100.000.000 by myself if I subsume Breach Surge, and that build wasn't fully maxed since I lowered my Blind Rage rank to sustain it better, alongside maxed transient and umbral intensify. Still gonna want energy support for full spammability though, Nourish is huge here. Pretty sure there's a whole lot of breach surge double-dipping with several multies like viral, headshot and roar, Wisp's str feeding Roar and Surge, think I'm even forgetting one.
A good option for healing is Revenant's Reave. If you have a high duration, you can get quite a long cast and with Reave's surprisingly big healing, it does get the job done. I use this on Inaros and boy oh boy, healing was never better (even though you can use his 1 or any Finisher to get HP back, it' so gimmicky that I barely remember it in missions.)
I have really enjoyed your builds so far the only thing i would like to see added was maybe a small sections that gave suggestions for the best weapons to go with the builds in your videos. I am not a seasoned player and am still learning and i know some Frames do better with certain weapons so would love to know what best fits the builds I am using which at the moment are al ot of your builds. Thanks for your wonderful videos!
I have not played Pokemon in years upon years and started up Diamond like 3 days ago, and I just so happen to have a Magikarp as one of my 1st 3 Pokemon. Almost level 20!
Well the only loss was the dumb cc on the 1 which needed augment to justify as helminth if you don't have many other frames subsumed. But nobody used that, plus now you can have both viral and corrosive
imo missing a shieldgate build. can just slap on catalyzing shields + blind rage + nourish + flow + brief respite + 1 augur mod and press nourish whenever shield drops, gg. yeah it takes no advantage of the armor values and requires you press buttons in a timely manner (on shieldbreak) but it frees up a lot of mod slots and makes you able to tank level cap enemies. alos replace Natural Talent with Primed Flow and ur energy archon shards with cast speed shards for a pure upgrade. 2x cast speed is equal to natural talent, whereas blue shards never come anywhere close to matching Primed Flow. even 1x tauforged cast speed is good enough due to cast speed's diminishing returns.
Indeed. Having one damage type doing more damage to shields and then being terrible once shields are gone (magnetic) - and then having another that just bypasses shields altogether (toxic).
I just realized that sadly with Whispers Archon shards can give every frame his passive (full strip corrosive) and makes Tempest Barrage amazing for every frame. RIP Hydroid you really got Sevagoth Syndromed lmao
I belong to the relatively small camp that really misses his old 3. The combination of full damage immunity plus invisibility to enemies meant that for solo play he was a really good looter or defense frame. Since the change, it just doesn't feel like he can fill the same role anymore because they completely removed his surivability in favor of a much more offensive option and the eximus change means that he no longer does as effectively at defense.
It's a shame they didn't unnerf and enhance undertow the way they did his other abilities. Barrage too much ragdoll and charge sucks? It's full charge all the time and only staggers. Surge uncontrollable and doesn't gather enemies? Now it's more controllable and gathers enemies. Tentacles too shaky and charge sucks? Now they hold enemies still, and no more charge. But undertow? It was just gotten rid of. No reversion to pre 2017 values like they did with rain - no extension of range or damage, no attempt to fix hiding enemies. Now it's replaced with vex armour but with higher numbers but much more annoying.
Hi, Kengineer, I wanted to ask you a question about Voruna. Before the Abyss of Dagath update, I distinctly remember her being able to hit for literally millions of damage in her 4 with the augment for it (against Steel Path level armored enemies, I might add), and I remember you made a video about it as well. Post-Abyss of Dagath though, it seems like her 4 is doing significantly less damage on the exact same build I used to run before. I've seen people talk here and there that she's bugged currently, but I couldn't find anything confirming it or denying it on the forums. I was wondering if you've run into the same issue, or have taken a look at Voruna after this update at all. Thanks.
This isn't something I've looked at so far. If you think you're encountering a bug but could do with more eyes on it, it'd be perfect to share what you know in the bug-crackers channel on my Discord made for exactly this.
"...at least if you don't own or don't want to use Khora" How does Pilfering Swarm compare to Pilfering Strangledome, and each frame's kit in general (for farming)? Would either be better than the other? Just at a glance, P.Swarm is 100%, while P.Dome is only 65%, which I would assume would be the better choice.
It doesn't seem right that his plunder augment would be an overall nerf though? Plunder ALSO increases the corrosive damage you deal through abilities on top of adding that additive corrosive line to all your weapons. So yeah losing out on flat power str means his abilities do less dmg, that has to be made up for by more than enough and taken much further by having a modest 500% boost to corrosive dmg your kit deals? On top of the extra armor you're granting there too. I've tried this in steel path circuit with/without the augment and my augment runs scale MUCH higher and have far more survivability with all the kooky armor decrees you can find and his 1 turns into my main dps due to the corrosive damage scaling from plunder. And it just plays out that way to a smaller scale in normal missions as well.
Chroma will always hit the highest armor values. He just needs duration and strength. Other frames (like hydroid) need range. Range only helps chroma's team. I've gotten over 2k%armor. Even Valkyr prime can't get that high armor. Throw in adaptation and ice elemental ward and I hit 99.8 percent damage reduction alone. Add a citrine or gara and he's pretty much unkillable even hours into steel path. Even enemies with levels into the thousands and he can tank. Chroma is crazy.
It's a shame his dmg buff gets diminished even more nowadays, being additive with Primary Merciless and (generally) Galvanized Shot etc. Nowadays for lazy and reliable tanking I tend to just go Mesmer Shield Revenant with something like Nourish, Roar or Eclipse for this kinda thing, since it also protects and buffs the team, he's so light on modding he can just put a stretch on. Chroma's credit buff is truly OP, though.
Level 1000 circuit enemies were doing chip damage to my circuit-default build hydroid’s health with a full power plunder (which was only like 950ish armor)
9:18 Wait, does Ability Strength increase energy orb energy and Energy Siphon's effect or am I missing something? I've never noticed or heard that, and can't find any information about it.
@@TheKengineerAh, I see. Thank you. I haven't built Grendel yet so I wasn't familiar with what it did, and must have missed when/if you mentioned that.
I love hydroid's rework. It skyrocketed him from obsoleteness. I only really dislike the fact that it's only made more evident what are the more useful elements in this game. All other elements are plenty useless and I simply dislike that the only way to make something better is to slap in armor strip or viral.
Hey guys we brought back the old way corrosive used to work and removed bc it was too meta and instead put it onto 1 single frame This just tells me they'll donthe same to viral damage at some point given their solution to power metas is to find some way to remove it instead of making them all viable
Does Rousing Plunder activate Arcane Intensify? The unreliability of getting a "better" plunder bonus still applies, but is the str bonus enough to make a difference? Or you can change the strategy with how you use plunder- once you are ready to use it, face a wall and use it once to activate the str bonus, then turn around and use it again to get the bonus you want?
@@Gnurklesquimp2 thx for the info but the point was what i like to use. Too many of yall in this community are just tunnel vision af for whats the best to use and always come with an opposing comment to what others wanna use. Its annoying af
-@@Okina-KevWhen people say something is overkill, it oftem means it has no actual benefit, like shooting an ant with a sniper instead of a pistol, that's all. You can keep using the Amprex, my incredibly valuable approval has been granted.
@@Gnurklesquimp2 your first comment made no sense as in i already stablished beam weapons are clearly the way to go like the torid on hydroid. It was about enjoyment for for me so your meta police comment was misplaced.
@@Okina-Kev All I'm doing is clarifying for people who may interpret your use of the word overkill as I described. A Warframe example: Shooting a level 1 with a Stropha is overkill, you might as well use something faster. People who aren't familiar may think other beams simply hit harder, but they're also faster. (Torid has an AoE and crazy chaining, while the other two have auto-aim, not sure about their chain count) I have absolutely no problem with you using the Amprex. I don't care if you don't care about being effective and just use stuff you think is cool, I'm merely clarifying for those who do care. Most players do a bit of both and nobody should be bothered by any of it. Even if you like going as far as shooting level 1 enemies with a Stropha, do your thing.
My only problem with this Hydroid after the rework is that by full stripping the armour, your corrosive based abilities actually end up losing the bonus damage against ferrite armour. Would it not theoretically be better to strip most, but not all, armour in order to have both reduced damage & bonus against ferrite armour?
@@bnashtay2278 ok but would it not make more sense for Hydroid’s passive to only allow armour to be stripped down to one? It just doesn’t quite sit right with me that this part of his kit is kind of designed to debuff itself in a way.
@@spicymemer6186 Decreasing it to a flat amount of 1 armor regardless of level would be great for his ability dmg, shame they didn't go with that. Still though, he's easily making up for that and then some with viral tempest's statuses, especially bonkers with Breach Surge. (Which btw. is rad dmg that would benefit from the presence of 1 alloy armor)
In my understanding it stacks with Nekros but not Khora. Because both Hydroid and Khora have on-kill effects, while Nekros gets the extra loot from bodies, so *after* they're killed
A squad can loot an enemy up to 4 times Alive/moving with Ivara Alive/petrified with Atlas On death with either Hydroid or Khora (but not both) After death with Nekros
Which of these builds would be good for a defense and survival mission? I'm currently running a bog standard strength and while effective I think I could do more.
He's kinda amazing with many weapons, if you get his 1 spammable enough, it can even act as a primer for 1 big explosion kinda weapons, Kuva Zarr + Ocucor is not only thematic for him, also crazy effective. Ferrox has great synergy with his lingering 1 since he makes such good use of secondaries like Prisma Angstrum and especially Ocucor with it's augment. Ocucor and Boar P. Incarnon are pretty nice for comfortably hitting enemies held in his 4 and are generally great with his 3 on top. Torid is still my favorite though! I personally just go Viral + HM cause it's reliable when I'm playing lazily, and my old dmg/multi/-projectile riven + giant power str feeding the 3 and Nourish means further min/maxing is hard to notice. Gas is great though, toxin can be good as well, I think the status + crit incarnon perk is ideal for that build, otherwise just crit. I put HM even though plunder + nourish doesn't empower it's dmg, cause having some sort of DoT is great for increasing the chance chain survivors die without having to tag all of them manually, his lingering 1 assists with that too. Stacking Gas and HM might be the best way to increase this chance, only tried them individually. Getting a Roar teammate is huge, luckily it's so common.
@@Gnurklesquimp2 Plunder + nourish does empower HM damage since the nourish gives a viral infusion on your weapons. The viral procs make the slash procs go from this to THIS. Then just slot in a faction mod for even more thicc damage. I use gas + HM for GunCO (Gal. aptitude).
@@eclipsehasgonesolo3882 Ohh yeah absolutely, I just mean the MASSIVE raw direct dmg from such high viral and corrosive would be ideal for a raw dmg build to unarmored where HM is obsoleted, you'd rather multiply the raw dmg with more crit dmg or whatever. Thing is... Those buffs are so massive on top of Torid's crazy dmg that you don't really have to min/max that further, just adding a good but standard DoT like HM supported by viral rounds it out nicely. I totally hadn't considered CO btw., I don't have it on mine cause it doesn't affect the chains nor AoE on impact, and it tends to leave more enemies alive after killing only one, but that's just specialization choices between single or multi-target, either is a great option.
Plunder has big numbers, but under the curtain: Hydroids health isn't the big stat of effective armour tanks have (it is the same as Chromas, but Chroma has his red ward to offset it) The Corrosive damage type has no bonuses if enemies become fully armor stripped. Ironically meaning his passive costs you a signifcant damage boost. Whereas Saryn's corrosive buildup won't fully strip and Venom Dose will retain that additional damage bonus vs most armored enemies. The exact math on that will vary depending on how inflated the enemy armour is though. More to the point, you basically will never need that boost to kill the enemies who are generally going to be buried in viral procs and armor stripped by his 1. For that matter, his 1 has a decent tendency to kill enemies itself as you're fumbling about trying to aim Plunder at the ones with procs. CC Wise, he lost the hard CC on his 1 and his enemy grouping ability completely. As CC survivability goes, a hard downgrade.
The status-proc cap irks me, since Warframes or weapons that don't rely on those procs are always at least as effective as Warframes or weapons that do need those procs to work. E.g. the Kuva Ogris is at best a side-grade to the Kuva Bramma, but the Bramma retains its universal damage output against whenever the status-proc cap would hinder the Ogris. This means that Hydroid can only ever be a generalist that then sharply drops off in desirability and effectiveness when a boss enemy (e.g. Acolyte) appears. That said, it's a significant step up from where Hydroid was before. Effectively, he is now a Grendel-lite with the option of getting a loot-boosting ability. A much better place to be in than where he was before: he was easily among the worst Warframes in the game.
Sure, @@noahedenborg4221, but take another Warframe like Hyldrin (tanky with anti-crowd kit + armor strip) that will just strip it all in one go, and the difference is significant.
i personally dislike his 1st and find it to be an inferior version of his 4th. i use his 2nd’s augment for the status cleanse and to proc corrosive on choke points. so i just helminthed nourish onto his 1st instead
@@35reich It's not mid-game, it's just 100% of the game except for endurance, a niche. This build is not trash, your comment was. People don't care if you've got a better build for taking on level 10k, it's not relevant.
They could add grouping to it too, since they got rid of his grouping power when they got rid of Undertow (and a monster pulling enemies in would make sense)